19
Mercenary Warband Maximum Warband Size: 15 Take Rout Tests Once 4 or more models are out of action Hired Swords Available: All All Except Marksman Weapons List Close Combat Weapons Dagger……………………..free Club…………………………7gc Axe……………………………………10gc Sword…………………………..10gc Spear……………………………..10gc Halberd…………………………………15gc Great Weapon………………..15gc Morning Star……………………..15gc Missile Weapons Pistol…………………………………………20gc Duelling Pistol………………………………30gc Bow……………………………………………….10gc Crossbow………………………………….25gc Armour Light Armour…………………………….10gc Heavy Armour……………………………….25gc Shield……………………………………..10gc Buckler……………………………………7gc Helmet…………………………………10gc Marksman Weapons List Close Combat Weapons Dagger……………………..free Club…………………………7gc Axe……………………………..10gc Sword…………………………..10gc Armour Light Armour…………………………….10gc Heavy Armour……………………………….25gc Shield……………………………………..10gc Helmet…………………………………10gc Missile Weapons Bow…………………………………………10gc Long Bow…………………………………15gc Crossbow…………………………………25gc Blunderbuss……………………………..25gc Handgun……………………………….35gc Long Rifle…………………………………..75gc Pistol…………………………………………20gc Duelling Pistol………………………………30gc Home Provinces When creating a Mercenary Warband you must choose a Home Province. This has a special effect on your Captain and Champion as detailed below.

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Mercenary Warband

Maximum Warband Size: 15

Take Rout Tests Once 4 or more models are out of action

Hired Swords Available: All

All Except Marksman Weapons List Close Combat Weapons

Dagger……………………..free

Club…………………………7gc

Axe……………………………………10gc

Sword…………………………..10gc

Spear……………………………..10gc

Halberd…………………………………15gc

Great Weapon………………..15gc

Morning Star……………………..15gc

Missile Weapons

Pistol…………………………………………20gc

Duelling Pistol………………………………30gc

Bow……………………………………………….10gc

Crossbow………………………………….25gc

Armour

Light Armour…………………………….10gc

Heavy Armour……………………………….25gc

Shield……………………………………..10gc

Buckler……………………………………7gc

Helmet…………………………………10gc

Marksman Weapons List Close Combat Weapons

Dagger……………………..free

Club…………………………7gc

Axe……………………………..10gc

Sword…………………………..10gc

Armour

Light Armour…………………………….10gc

Heavy Armour……………………………….25gc

Shield……………………………………..10gc

Helmet…………………………………10gc

Missile Weapons

Bow…………………………………………10gc

Long Bow…………………………………15gc

Crossbow…………………………………25gc

Blunderbuss……………………………..25gc

Handgun……………………………….35gc

Long Rifle…………………………………..75gc

Pistol…………………………………………20gc

Duelling Pistol………………………………30gc

Home Provinces

• When creating a Mercenary Warband

you must choose a Home Province.

• This has a special effect on your Captain

and Champion as detailed below.

Heroes Henchmen 1 Mercenary Captain

Comb Shoot Acad Stren Speed

V V V V V

Cost: 60gc

Starting XP: 20

Max Stats: Human

M WS BS S T W I A LD

4 4 4 3 3 1 4 1 8

SPECIAL RULES

Leader

Reikland: (Colonel): Leader range 12”

Middenheim: (Fearless): Immune to Fear

Marienburg: (Freetrader): Streetwise

0-2 Champions Comb Shoot Acad Stren Speed

V V V

Cost: 35gc

Starting XP: 6

Max Stats: Human

M WS BS S T W I A LD

4 4 3 3 3 1 3 1 7

SPECIAL RULES

Reikland: (Officers): Have Ld8 and the Leader

ability (Their Max Ld remains 9)

Middenheim: (Wolf Pelts): 6+ Armour Save vs.

shooting. No effect vs. Blackpowder.

Marienburg: (Jack of all Trades): Have access

to all five Skill Lists

0-2 Youngbloods Comb Shoot Acad Stren Speed

V V V

Cost: 15gc

Starting XP: 0

Max Stats: Human

M WS BS S T W I A LD

4 2 2 3 3 1 3 1 6

Warriors Cost: 25gc

Starting XP: 0

Max Stats: Human

M WS BS S T W I A LD

4 3 3 3 3 1 3 1 7

0-7 Marksmen Cost: 25gc

Starting XP: 0

Max Stats: Human

M WS BS S T W I A LD

4 3 3 3 3 1 3 1 7

0-5 Veterans Cost: 35gc

Starting XP: 0

Max Stats: Human

M WS BS S T W I A LD

4 4 4 3 3 1 3 1 7

Picture, Painting and Modelling by Leszczu

Max Stats for Humans M WS BS S T W I A LD

4 6 6 4 4 3 6 4 9

Witch Hunter Warband

Maximum Warband Size: 12

Take Rout Tests Once 4 or more models are out of action

Hired Swords Available: All except Warlock

Captain and Witch Hunter Weapons List Close Combat Weapons

Dagger……………………..free

Club…………………………7gc

Axe……………………………………10gc

Sword…………………………..10gc

Brazier…………………………..10gc

Great Weapon………………..15gc

Missile Weapons

Pistol…………………………………………20gc

Duelling Pistol………………………………30gc

Crossbow Pistol……………………………..15gc

Crossbow………………………………….25gc

Armour

Light Armour…………………………….10gc

Heavy Armour……………………………….25gc

Shield……………………………………..10gc

Buckler……………………………………7gc

Helmet…………………………………10gc

Zealot Weapons List Close Combat Weapons

Dagger……………………..free

Club…………………………7gc

Axe……………………………..10gc

Sword…………………………..10gc

Brazier…………………………..10gc

Spear……………………………10gc

Great Weapon………………..15gc

Missile Weapons

Bow…………………………………………10gc

Armour

Light Armour…………………………….10gc

Heavy Armour……………………………….25gc

Shield……………………………………..10gc

Helmet…………………………………10gc

Priest Weapons List Close Combat Weapons

Dagger……………………..free

Club…………………………7gc

Great Weapon………………..15gc

Sigmarite Great Hammer…25gc

Missile Weapons

Crossbow………………………………….25gc

Armour

Light Armour…………………………….10gc

Heavy Armour……………………………….25gc

Shield……………………………………..10gc

Helmet…………………………………10gc

. Flagellant Weapons List Close Combat Weapons

Fail…………………………………15gc

Great Weapon………………..15gc

Sigmarite Great Hammer…25gc

Missile Weapons

None

Armour

None

Witch Hunter Special Equipment

Sigmarite Great Hammer 25gc rare 9+

Strength Bonus: +2 Strength on all attacks

Great Weapon: Does not strike first when

Charging. (Compare Initiative unless opponent

has strike first.)

Concussion: Ignore No Pain and Jump Up

Crushing Blow: Uses the following Injury Table:

1-4: Stunned 5-6: Out of Action

Holy: +1 to Injury Rolls vs. Vampires, Zombies,

Dire Wolves, Mutants and the Possessed.

Two-Handed

(Two Handed Weapon, Great Weapon)

Brazier 10gc common

Clumsy: All attacks with Brazier has -1 to hit

Set on Fire: A model wounded by Brazier must

roll equal to or under his Toughness on a D6 or

suffer an additional S2 hit.

• This extra hit does not cause additional

‘Set on Fire’ hits.

Braziers cannot cause Critical Wounds

Hits are Flaming Attacks

(One Handed Weapon, Other)

. Rules for Blessings

• Blessings are a Special Skill that can be

taken by Warrior Priests.

• Flagellants that are promoted may take

Blessings as one of their two skill lists.

Special Skills: Blessings

Protection of Sigmar 3+ Ward Save against Spells, both friendly and

hostile. Other models may still be affected.

Absolute Faith Warrior is Immune to Fear and All Alone.

Utter Determination Warrior may fight back in Close Combat even

while knocked down.

Righteous Fury Warrior Hates all members of Undead,

Possessed or Skaven warbands. (Excluding

Hired Swords.)

Sign of Sigmar Warrior causes fear in Vampires, Zombies, Dire

Wolves, Mutants and the Possessed even if

they are normally Immune to Fear.

Heroes Henchmen 1 Witch Hunter Captain

Comb Shoot Acad Stren Speed

V V V V V

Cost: 60gc

Starting XP: 20

Max Stats: Human

M WS BS S T W I A LD

4 4 4 3 3 1 4 1 8

SPECIAL RULES

Leader, Hates Wizards

0-1 Warroir Priest Comb Shoot Acad Stren Speed

V V V

Cost: 37gc

Starting XP: 8

Max Stats: Human

M WS BS S T W I A LD

4 4 3 3 3 1 3 1 8

SPECIAL RULES

Level 1 Priest (Prayers of Sigmar): Starts with 1

random Prayer

SPECIAL RULES

Access to Special Skill List: Blessings

0-3 Witch Hunters Comb Shoot Acad Stren Speed

V V V V

Cost: 25gc

Starting XP: 4

Max Stats: Human

M WS BS S T W I A LD

4 3 3 3 3 1 3 1 7

SPECIAL RULES

Hates Wizards

Zealots Cost: 17gc

Starting XP: 0

Max Stats: Human

M WS BS S T W I A LD

4 2 2 3 3 1 3 1 7

0-5 Flagellants Cost: 40gc

Starting XP: 0

Max Stats: Human

M WS BS S T W I A LD

4 3 - 3 4 1 3 1 7

SPECIAL RULES

Immune to Fear and All Alone

Devastating Charge: Flagellants have +1 A the

turn they Charge

Promotion: May choose Blessings as a Skill List

if promoted

0-5 Warhounds Cost: 20gc

Starting XP: 0

M WS BS S T W I A LD

6 4 - 4 3 1 4 1 5

SPECIAL RULES

Animals: Cannot Climb, Cannot Capture

Scenario Objectives, No Experience, No

Weapons or Armour, No Penalties for Fighting

Unarmed

Max Stats for Humans M WS BS S T W I A LD

4 6 6 4 4 3 6 4 9

Sisters of Sigmar Warband

Maximum Warband Size: 15

Take Rout Tests Once 4 or more models are out of action

Hired Swords Available: Pit Fighter, Halfling Cook, Ogre Bodyguard

Max Stats for Humans M WS BS S T W I A LD

4 6 6 4 4 3 6 4 9

Sisters Weapons List Close Combat Weapons

Dagger……………………..free

Club…………………………7gc

Sword…………………………..10gc

Fail…………………………………15gc

Great Weapon………………..15gc

Steel Whip…………………….15gc

Sigmarite Hammer………………..17gc

Missile Weapons

Sling…………………………………………7gc

Armour

Light Armour…………………………….10gc

Heavy Armour……………………………….25gc

Shield……………………………………..10gc

Buckler……………………………………7gc

Helmet…………………………………10gc

Sisters Special Equipment

Sigmarite Hammer 17gc common

Strength Bonus: +1 Strength on all attacks

Concussion: Ignores No Pain and Jump Up

Unwieldy: Wielder can only have Shield or

Buckler in the other hand.

Holy: +1 to Injury Rolls versus Vampires,

Zombies, Dire Wolves, Mutants and the

Possessed.

(Hand Weapon, Club)

Steel Whip 15gc common

Charges: Wielder gains +1 A the turn she

charges.

Reach: Wielder ignores Spears and Halberds

‘Strike First’ ability when charging.

Two-Handed

(Two Handed Weapon, Other)

Rules for Blessings

• Blessings are a Special Skill that can be

taken by all Heroes of a Sister Warband.

• Blessings may be taken any time a Sister

gains a new skill.

• Sister Henchmen that are promoted to

heroes may take Blessings as one of

their two skill lists.

Special Skills: Blessings

Protection of Sigmar 3+ Ward Save against Spells, both friendly and

hostile. Other models may still be affected.

(Prayers are not Spells.)

Righteous Fury Warrior Hates all members of Undead,

Possessed or Skaven warbands. (Excluding

Hired Swords.)

Absolute Faith Warrior is Immune to Fear and All Alone.

Utter Determination Warrior may fight back in Close Combat even

while knocked down.

Sign of Sigmar Warrior causes fear in Vampires, Zombies, Dire

Wolves, Mutants and the Possessed even if

they are normally Immune to Fear.

Picture, Painting and Modelling by Perfectus Art Studio

Heroes Henchmen 1 Sigmarite Matriarch

Comb Shoot Acad Stren Speed

V V V V

Cost: 75gc

Starting XP: 20

Max Stats: Human

M WS BS S T W I A LD

4 4 4 3 3 1 4 1 8

SPECIAL RULES

Leader, Level 2 Priest (Prayers of Sigmar):

Starts with 2 random Prayers

Access to Special Skill List: Blessings

0-1 Augur Comb Shoot Acad Stren Speed

V V

Cost: 25gc

Starting XP: 0

Max Stats: Human

M WS BS S T W I A LD

4 2 2 3 3 1 3 1 7

SPECIAL RULES

Blessed Sight: Augur may re-roll failed ‘To Hit’

rolls and Climb Tests

Protection of Sigmar: Augur has a 3+ Ward

Save against Spells, both Friendly and Hostile

Access to Special Skill List: Blessings

0-3 Sister Superior Comb Shoot Acad Stren Speed

V V V V

Cost: 30gc

Starting XP: 6

Max Stats: Human

M WS BS S T W I A LD

4 4 3 3 3 1 3 1 7

SPECIAL RULES

Access to Special Skill List: Blessings

Sigmarite Sister Cost: 25gc

Starting XP: 0

Max Stats: Human

M WS BS S T W I A LD

4 3 3 3 3 1 3 1 7

SPECIAL RULES

Promotion: May choose Blessings as a Skill List

if promoted

0-10 Novices Cost: 15gc

Starting XP: 0

Max Stats: Human

M WS BS S T W I A LD

4 2 2 3 3 1 3 1 6

SPECIAL RULES

Young at Heart: Novices that are promoted to

Heroes may choose three skill lists, rather

than their normal two

Promotion: May choose Blessings as a Skill List

if promoted

0-3 Shield Maidens Cost: 30gc

Starting XP: 0

Max Stats: Human

M WS BS S T W I A LD

4 3 3 3 3 1 3 1 7

SPECIAL RULES

Metal-Clad: Natural 6+ Armour Save that can

be negated and combined with other armour

as normal (Note that in spite of the name, they

do not carry actual Shields but rather pavises on

their backs. They may be equipped with Shields,

though.)

Promotion: May choose Blessings as a Skill List

if promoted

Undead Warband

Maximum Warband Size: 15

Take Rout Tests Once 4 or more models are out of action

Hired Swords Available: Warlock, Ogre Bodyguard

Max Stats for Humans M WS BS S T W I A LD

4 6 6 4 4 3 6 4 9

Max Stats for Vampires M WS BS S T W I A LD

6 8 6 7 5 4 9 4 10

Max Stats for Ghouls M WS BS S T W I A LD

4 5 - 4 4 4 6 5 7

Vampire, Necromancer and Dreg Weapons List Close Combat Weapons

Dagger……………………..free

Club…………………………7gc

Axe…………………………10gc

Sword………………………10gc

Spear………………………….10gc

Great Weapon………………..15gc

Halberd……………………..15gc

Missile Weapons

Bow…………………………………………10gc

Armour

Light Armour…………………………….10gc

Heavy Armour……………………………….25gc

Shield……………………………………..10gc

Buckler……………………………………7gc

Helmet…………………………………10gc

Special Skills: Vampiric Powers • You may choose from these skills when the Vampire gains a skill.

• You must also pay the gc cost.

Forbidden Lore 35gc Vampire is a Level 1 Wizard (Necromancy) and

gains 1 random Spell

Hunter in the Dark 20gc

Vampire can fly 12” instead of moving

Heroes Henchmen 1 Vampire

Comb Shoot Acad Stren Speed

V V V V

Cost: 110gc

Starting XP: 20

Max Stats: Vampire

M WS BS S T W I A LD

4 4 4 4 4 2 4 2 8

SPECIAL RULES

Leader

Undead: Cause Fear, Immune to Poison,

Immune to Psychology,

No Pain: Treats Stunned as Knocked Down

(Except while Mounted)

Access to Special Skill List: Vampiric Powers

0-1 Necromancer Comb Shoot Acad Stren Speed

V V

Cost: 35gc

Starting XP: 6

Max Stats: Human

M WS BS S T W I A LD

4 2 2 3 3 1 3 1 7

SPECIAL RULES

Level 1 Wizard (Necromancy): Starts with 1

random Spell

0-3 Dregs Comb Shoot Acad Stren Speed

V V

Cost: 20gc

Starting XP: 0

Max Stats: Human

M WS BS S T W I A LD

4 2 2 3 3 1 3 1 7

SPECIAL RULES

Strong Limbs: Dregs cannot be taken out of

action by Falling (They are simply stunned.)

Zombies Cost: 20gc

Starting XP: 0

M WS BS S T W I A LD

4 2 - 3 3 1 1 1 5

SPECIAL RULES

Undead: Cause Fear, Immune to Poison,

Immune to Psychology

No Pain: Treats Stunned as Knocked Down

Brainless: No Experience, No Weapons or

Armour, No Penalties for Fighting Unarmed

Ghouls Cost: 37gc

Starting XP: 0

Max Stats: Ghoul

M WS BS S T W I A LD

4 2 - 3 4 1 3 2 5

SPECIAL RULES

Cause Fear, Alive! (Not Undead.), No Weapons

or Armour, No Penalties for Fighting Unarmed

0-5 Dire Wolves Cost: 50gc

Starting XP: 0

Base Size: 20x50mm (Cavalry Base)

M WS BS S T W I A LD

7 3 - 4 3 1 2 1 4

SPECIAL RULES

Devastating Charge: Dire Wolves have +1 A

the turn they Charge

Undead: Cause Fear, Immune to Poison,

Immune to Psychology

No Pain: Treats Stunned as Knocked Down

Animals: Cannot Climb, Cannot Capture

Scenario Objectives, No Experience, No

Weapons or Armour, No Penalties for Fighting

Unarmed

Cult of the Possessed Warband

Maximum Warband Size: 15

Take Rout Tests Once 4 or more models are out of action

Hired Swords Available: Warlock, Pit Fighter

Magister, Mutant and Brethern Weapons List Close Combat Weapons

Dagger……………………..free

Club…………………………7gc

Axe…………………………10gc

Sword………………………10gc

Spear………………………….10gc

Great Weapon………………..15gc

Missile Weapons

Bow…………………………………………10gc

Armour

Light Armour…………………………….10gc

Heavy Armour……………………………….25gc

Shield……………………………………..10gc

Helmet…………………………………10gc

Darksoul Weapons List Close Combat Weapons

Dagger……………………..free

Club………………………….7gc

Axe…………………………10gc

Sword………………………10gc

Great Weapon………………..15gc

Flail……………………..15gc

Missile Weapons

None

Armour

Light Armour…………………………….10gc

Heavy Armour………………………..25gc

Helmet…………………………………10gc

Beastman Weapons List Close Combat Weapons

Dagger……………………..free

Club………………………….7gc

Axe…………………………10gc

Sword………………………10gc

Great Weapon………………..15gc

Flail……………………..15gc

Missile Weapons

Bow………………………………………..10gc

Armour

Light Armour…………………………….10gc

Heavy Armour………………………..25gc

Shield……………………………………….10gc

Helmet…………………………………10gc

Rules for Mutations

• Mutations are a Special Skill list that can

only ever be taken by Possessed and

Mutants.

• Mutations may be taken any time a

Mutant or Possessed gains a new skill.

• Mutations also cost gold in addition to

counting as an experience advance.

• Mutants and Possessed may start with

one or more mutations whenever

recruited.

• Each Mutation bought in this way will

move the hero’s starting XP up to the

next Advance Threshold. (Advance

Thresholds are 2, 4, 6, 8, 11, 14, 17, 20,

24, 28, 32, 36, 41, 46, 51, 57, 63, 69, 76,

83, and 90 experience.)

• When buying starting mutations, the

first is bought at its base cost, the 2nd

at

+10 gc, the 3rd

at +15 gc, the 4th

at

+20gc of the base price and so on.

Special Skills: Mutations

Cloven Hoofs……………………………..15gc Warrior has +1 Movement

Tentacle………………………………….20gc Warriors within 1” of warrior cannot recover

from knocked down.

• No effect while Mutant is knocked down

or stunned himself.

• Tentacle has no effect on warrior’s

ability to use weapons.

Great Claw………………………………30gc If warrior is Possessed: One attack each turn

has +1 Strength and an extra -1 modifier to the

enemy’s Armour Save

If warrior is Mutant: Warrior looses one arm

and can only use a single Dagger, Club, Axe or

Sword. But warrior also gains 1 attack that has

+1 Strength and an extra -1 modifier to the

enemy’s Armour Save.

• The Claw counts towards the penalty for

fighting with two Weapons.

Extra Head……………………….…65gc Warrior gains No Pain: Treats Stunned as

Knocked Down except while Mounted.

Hideous………….….25gc If warrior is Mutant: Warrior Causes Fear

If warrior is Possessed: Enemies must test for

fear each round, not just the first.

Daemon Soul………………………..15gc

Wizards within 6” of warrior add +2 to their

Spellcasting rolls.

• Stacks with other modifiers.

• Also effects enemy Wizards.

• No effect while Mutant is knocked down

or stunned himself.

Horns……………………………………….20gc Warrior has an extra Strength 3 attack the turn

he charges.

• This attack does not count towards the

penalty for Fighting with two Weapons.

Scorpion Tail………………………….30gc Warrior has an extra Strength 2 attack each

turn that is poisonous. (A 6 to hit wounds

automatically. Such automatic wounds are

never Critical.)

• This attack does not count towards the

penalty for Fighting with two Weapons.

Rules for Rewards of the Shadowlord

• Whan a Magister of Mutant gains an

experience advance they may roll on

the Reward of the Shadowlord table

instead.

• No other warriors may ever use this

table.

• Roll 2D6 and consult the table.

Advance Table: Rewards of the Shadowlord

2 Wrath of the Shadowlord! Warrior is mutated beyond recognition and

lost. Remove him from the warband but keep

his weapons, armour and equipment.

3-6 Nothing Happens No rewards. The experience advance is forfeit.

7-8 Mutation Roll a D6:

1: Entropic Mutation: Warrior permanently

suffers -1 to one of his characteristics chosen

by you.

2-5: Beneficial Mutation: Warrior gains any

one mutation of your choice for free, except for

Extra Head.

6 Extra Head: Warrior gains the Extra Head

mutation for free. If he already has it, he may

choose another mutation which he gains for

free.

9-10 Daemon Weapon Warrior may offer a normal Club, Axe, Sword or

Great Weapon up for the Shadowlord.

• If it is a Club, Axe or Sword, it now gains

+1 Strength and +1 to hit

• If it is a Great Weapon it now gains +2

Strength and +2 to hit

• Weapon cannot be sold or swapped but

may be robbed as normal.

11-12 Chaos Armour

Warrior’s body is fused in Chaos Armour, that

cannot be removed, robbed, swapped or sold.

• Chaos Armour gives a 4+ Armour Save

and does not confer Initiative penalties.

• Warrior can cast spells while wearing

Chaos Armour as long as he does not

combine it with other Armour.

Pictures, Painting and

Modelling by Gomez

Heroes Henchmen 1 Magister

Comb Shoot Acad Stren Speed

V V V

Cost: 75gc

Starting XP: 20

Max Stats: Human

M WS BS S T W I A LD

4 4 4 3 3 1 4 1 8

SPECIAL RULES

Leader, Sorcery, Level 2 Wizard (Chaos

Rituals): Starts with 2 random Spells

0-2 Possessed Comb Shoot Acad Stren Speed

V V V

Cost: 90gc

Starting XP: 12

Max Stats: Possessed

Base Size: 25x25mm (Heavy Infantry Base)

M WS BS S T W I A LD

5 4 - 4 4 2 4 2 7

SPECIAL RULES

Cause Fear, Never uses Weapons or Armour,

No Penalties for Fighting Unarmed, Cannot

take the ‘Weapons Training Skill’ (May use

Miscellaneous Equipment as Normal)

Access to Special Skill List: Mutations

0-2 Mutants Comb Shoot Acad Stren Speed

V V

Cost: 25gc

Starting XP: 0

Max Stats: Human

M WS BS S T W I A LD

4 3 3 3 3 1 3 1 7

SPECIAL RULES

Access to Special Skill List: Mutations

Brethren Cost: 23gc

Starting XP: 0

Max Stats: Human

M WS BS S T W I A LD

4 3 3 3 3 1 3 1 6

0-5 Darksouls Cost: 35gc

Starting XP: 0

Max Stats: Human

M WS BS S T W I A LD

4 2 - 4 3 1 3 1 7

SPECIAL RULES

Immune to Fear and All Alone

Metal-Clad: Natural 6+ Armour Save that can

be negated and combined with other armour

as normal.

0-3 Beastmen Cost: 37gc

Starting XP: 0

Max Stats: Beastman

Base Size: 25x25mm (Heavy Infantry Base)

M WS BS S T W I A LD

5 4 3 3 4 1 3 1 6

Max Stats for Humans M WS BS S T W I A LD

4 6 6 4 4 3 6 4 9

Max Stats for Possessed M WS BS S T W I A LD

5 8 - 6 4 4 7 5 10

Max Stats for Beastmen M WS BS S T W I A LD

5 7 6 4 4 4 6 4 8

Skaven Clan Eshin Warband

Maximum Warband Size: 20

Take Rout Tests Once 5 or more models are out of action

Hired Swords Avaliable: Warlock

Max Stats for Skaven

M WS BS S T W I A LD

6 6 6 4 4 3 7 4 7

Assassin Adept and Night Runner Weapons List Close Combat Weapons

Dagger……………………..free

Axe…………………………10gc

Sword………………………10gc

Flail……………………………15gc

Spear………………………….10gc

Halberd…………………………15gc

Great Weapon………………..15gc

Weeping Blade……………..25gc

Fighting Claw…………………10gc

Missile Weapons

Sling………………………………………..7gc

Warplock Pistol…………………………..30gc

Blowpipe………………………………………7gc

Throwing Stars……………………………..10gc

Armour

Light Armour…………………………….10gc

Buckler……………………………….7gc

Helmet…………………………………10gc

Sorcerer and Verminkin Weapons List Close Combat Weapons

Dagger……………………..free

Club………………………….7gc

Axe…………………………10gc

Sword………………………10gc

Spear………………………….10gc

Great Weapon………………..15gc

Halberd……………………..15gc

Missile Weapons

Sling………………………………………..7gc

Warplock Pistol…………………………..30gc

Armour

Light Armour…………………………….10gc

Shield……………………………….10gc

Helmet…………………………………10gc

Eshin Special Skills

Black Hunger

Warrior may choose to gain +1WS and +1 A the

turn he charges.

• However, if there are any enemies

within 1” at the end of the turn where

he did this, he takes 1 S4 hit with no

armour saves allowed.

• Hit cannot cause Critical Wounds.

Art of Silent Death Critical hits caused by warrior are tripled to

three wounds

Tail Fighting Warrior may use a Dagger, Club, Axe or Sword

in his Tail.

• Tail Fighting counts towards the penalty

for fighting with two weapons.

Perfect Killer Extra -1 Armour Save modifier on all attacks

made by warrior, in both shooting and close

combat. (No effect with Spells cast by warrior.)

Eshin Special Equipment

Weeping Blade 25gc rare 9+

Parry: +1 Initiative when determining who

strikes first

Poisonous: A 6 to hit wounds automatically.

Such automatic wounds are never Critical.

(Hand Weapon, Sword)

Blowpipe 7gc rare 7+

Range: 14”

Strength: 2

Long Range: -1 BS when firing more than 7”

Stealth: Can be fired while hidden without

revealing shooter

Poisonous: A 6 to hit Wounds Automatically.

Such automatic wounds are never Critical.

(Missile Weapon, Other)

Fighting Claw 10gc rare 7+

Parry: +1 Initiative when determining who

strikes first

Balanced Pair: A warrior fighting with two

Fighting Claws ignores the -1 to hit for Fighting

with Two Weapons. No effect if warrior is

wielding a third weapon with Tail Fighting.

(Hand Weapon, Other)

Warplock Pistol 30gc rare 9+

Range: 6”

Strength: 5

Stand and Shoot

(Missile Weapon, Blackpowder Weapon,

Pistol)

Heroes Henchmen 1 Assassin Adept

Comb Shoot Acad Stren Speed

V V V V

Cost: 85gc

Starting XP: 20

Max Stats: Skaven

M WS BS S T W I A LD

4 4 4 4 3 1 5 1 7

SPECIAL RULES

Leader, Perfect Killer

Access to Special Skill List: Eshin

0-1 Eshin Sorcerer Comb Shoot Acad Stren Speed

V V

Cost: 37gc

Starting XP: 8

Max Stats: Skaven

M WS BS S T W I A LD

5 3 3 3 3 1 4 1 6

SPECIAL RULES

Level 1 Wizard (Magic of the Horned Rat):

Starts with 1 random Spell

0-3 Night Runners Comb Shoot Acad Stren Speed

V V V

Cost: 35gc

Starting XP: 6

Max Stats: Skaven

M WS BS S T W I A LD

6 3 3 3 3 1 4 1 6

SPECIAL RULES

Access to Special Skill List: Eshin

Giant Rats Cost: 10gc

Starting XP: 0

M WS BS S T W I A LD

6 2 - 3 3 1 4 1 4

SPECIAL RULES

Animals: Cannot Climb, Cannot Capture

Scenario Objectives, No Experience, No

Weapons or Armour, No Penalties for Fighting

Unarmed

0-9 Verminkin Cost: 27gc

Starting XP: 0

Max Stats: Skaven

M WS BS S T W I A LD

5 3 3 3 3 1 4 1 5

0-1 Rat Ogre Cost: 190gc

Starting XP: 0

Base Size: 40x40mm (Monster Base)

M WS BS S T W I A LD

6 3 - 5 5 3 4 3 4

SPECIAL RULES

Monster: Cause Fear, Suffers Stupidity, No

Weapons or Armour, No Experience, No

Penalties for Fighting Unarmed, Cannot Hide,

Cannot Capture Scenario Objectives, Adds and

Additional +15 to Warband Rating and Rolls on

the Heroes’ Post-Game Injury Chart. (Monsters

Climb as normal.)

SUMMARY AND EXPLANATION OF CHANGES

Mercenaries

• Swordsmen changed to Veterans and loose Expert Swordsman. The skill was very random,

and it dictated to players how they should arm their models. Good design leaves such

decisions up to the player. Therefore, they have gotten BS4 instead of Expert Swordsman.

This gives players some interesting options as they must ponder how to get the most out of

their WS4 BS4 troops that are easily lost as long as they are henchmen.

Witch Hunters

• Witch Hunter Heroes reduced from 8 to 4 starting XP. This reflects their true starting

characteristics and skill list options.

• Warrior Priest down from 40gc to 37gc. This reflects his true starting characteristics and

skill list options.

• Zealots down from 20 to 17gc.

• Wardogs up from 15 to 20gc.

• Flagellants replace buggy special rules with Immune to Psychology and Ballistic Skill 0.

• Flagellants down from Ld 10 to Ld 7. No reason to have Ld 10 as they are Immune to

Psychology anyway. This allows us to get rid of the rule where they could not become the

Leader.

• Flagellants have -1 S and +1 A the turn they charge. The game is less luck-based this way

and it allows Flagellants to gain four XP advances just like any other henchmen. Under the

old rules, they had to sink one advance into BS even though they could never use Missile

Weapons. Well no more!

Sisters of Sigmar

• Sigmarite Matriach gains two starting Prayers because she starts with 20xp and will level

slower than other casters. This is balanced by the fact that she can still only cast a single

prayer each turn.

• Sigmarite Matriach up from 70 to 75gc.

• Sister Superior down from 35 to 30gc.

• Augur has cleaned up her special rules so that it is absolutely clear what she can re-roll and

what she can’t. Instead of diffuse terms, she also gains a 4+ ward save against spells.

• Augur has no exploration skill as of the moment.

• Novices that are promoted to heroines get to choose three skill lists rather than the normal

two. Otherwise they would be completely worthless.

Undead

• Dregs down from 20 to 17gc

• Necromancer down from 8 to 6 starting XP

• Undead is now a batch rule for easy reference and so that you know what counts as

Undead and what doesn’t for the purposes of Sigmarite Hammers and Prayers/Spells.

• Dire Wovles are now Animals. In GW’s original book, they weren’t and could legally Climb

and so on.

• Dire Wolves get M7 and may now run. This avoids the old 18” charge range

• Zombies may now run. They sucked too much before. We considered giving them M3 but

even so, they would still suck too much.

• Zombies up from 15 to 20gc.

Cult of the Possessed

• Magister starts with I4 like any one Warband Leader.

• Magister gains two starting Prayers because he starts with 20xp and will level slower than

other casters. This is balanced by the fact that he can still only cast a single spell each turn.

• Magister gains Sorcery to make up for the fact that he is the only leader with only three

skill lists.

• Magister up from 70 to 75gc

• Beastmen -1 W, -1Ld, +1 M, down from 45 to 37gc

• Darksouls replace buggy Special Rules with Immune to Psychology

• Darksouls have no BS as they could never use Missile Weapons anyway

• Darksouls now have a natural 6+ armour save to reflect what their fluff says about them.

(Garbed in scales).

• Brethern -1 Ld, 23gc. Possessed have up to seven models that ignore fear and psychology.

And their stardard troops are WS3 BS3. So they need a little weakness to balance out.

• Darksouls cannot use Shields. They are supposed to be a glass cannon.

• Cannot hire Ogre Bodyguard Hired Sword. (Too much Close Combat beef in one warband.)

Skaven Clan Eshin

• Sorcerer looses access to Eshin skill list. This was unfluffy and gave him too many lists

compared to his starting XP.

• Assassin up from 60 to 85gc. He was horribly underprinced, it must have been a mistake to

price him the same as a standard human Captain when he is infinitely better.

• Assassin Adept looses Academic skills

• Black Skaven and Night Runners merged into 0-3 Night Runners. Skaven was the only

warband that could start with six heroes. Quite unfair.

• Giat Rats down from 15 to 10gc

• Rat Ogre down from 210 to 190gc

• Rat Ogre rolls on the post game chart for Heroes (so you don’t have a 33,33% chance of

loosing 190 gc like under the old rules)

• Warplock Pistol down from 35 to 30gc

• Warlplock Pistol looses extra -1 armour save (now has -2 AS total)

• Verminkin are 0-9. So Skaven will have to fill their last 5 slots with Giant Rats if they want

them. 20 xp gaining, weapon wield henchmen was simply too much and too good.

• Fighting Claws cleaned up their mess of special rules. Can now ignore Dual Wield penalties

and Parry.

• Eshin Sorcerer down from 45 to 37gc